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RifleAvenger

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Everything posted by RifleAvenger

  1. If you're looking for easy, there's no character easier than Minazuki. Super simple and effective gameplan, great buttons, good matchups, and braindead easy combos (the only ones that might take more than 10 minutes to pick up is the 25 meter 4AB -> 2A extension, and some of the combos involving specific heights into Tsukiyomi -> 2A).
  2. On the 236236 issue, I'm not having any problems with Minazuki or Adatchi. I am having trouble with Naoto. It's probably because I feel I need to do the input faster on Naoto, and so screw up the input. So, I hate to say it, but it's probably just an issue of needing to do better inputs.
  3. If gameshare is on a per-game basis (instead of a per-account basis), I may be willing to gameshare my PSN copy of the game with someone who really wants it.
  4. That damage, unawakened, with 5A starter. Ends in poison. Every time I think I'm done with this character, I just get pulled back in.
  5. If damage determined tier, I'd be playing a top tier character in Arena as opposed to bottom. Adachi gets a permanent 10% damage buff off his auto-combo super, and for all we know mini-ziodyne might be a grade-A oki tool. Yosuke isn't raking in the big ass damage every confirm, and he's undeniably strong. There's no way to make informed opinions until we start seeing actual play, so saying stuff like "this character can't be top tier" is super silly. People on this forum were wondering about Ramlethal's viability when she first released, and a few months later lo and behold she's absolutely frightening.
  6. Notably, the site you're probably referring to bans not based only on power, but on whether a pokemon dictates the nature of the game so much that it highly constrains/cripples teambuilding. Whether that's a legit philosophy or not, they're the only people honestly trying to create a balanced singles meta, since the developers quit doing that ages ago. I doubt that competitive pokemon and pokken are going to overlap too much. The format is so incredibly different. Some competitive players who like fighting games too will probably be about the only overlap I can think of.
  7. Ragna has an excellent meterless DP, he has an alright standing overhead (24 frames) he can combo off of meterless, and he can do TK Gauntlet Hades for another overhead option. Jin has a super slow meterless DP, an amazing 25 meter DP, and a fast standing overhead (19 frames). Overhead leads to nothing w/o meter or CH though, and is punishable on any block, so normally you want to have 50 meter to rapid cancel it. For 25 meter Jin can TK j.214C, which leads to amazing result in the corner. It's slower than 6A (jump startup+22 frames), so you usually want to throw it somewhere unexpected or off a freeze reset. Needs additional meter to follow up away from the corner. Noel doesn't have a real DP, but she has funky invulnerable frames on her drives that can go through gaps in pressure. Slower (26 frame) standing overhead with fair reward. Mu-12 has a 22 frame standing overhead, and also has a legit reversal. Azrael has growler, which has crappy range for a DP, but it is still a DP. Azrael has several standing overheads, the fastest of which is quick for standing overheads (21 frames). He's also got dash through mix-up, easy IAD j.B crossups, and some more situational things like low airdash j.A and 3C RC air-dash j.A. Also, Terumi's meterless pressure is more about safe strings, frametraps, and throwing than high/low. You want to bait the opponent into either pressing a button at the wrong time, baiting them to reversal, or throwing overly respectful opponents. That is honestly how I play most of the time with Jin. With good conditioning you can sneak in j.2D and get hits with it. Also, given his insane meter gain on hit, once you do have 50 meter for rapid cancel shenanigans in mix-up, successful mixups pay for themselves (Like Heavymetalmixer suggests above).
  8. I believe so. It's sad, because prior to the revelation about what the buffs actually did, I really didn't care too much about Adachi. I got excited for a moment when I saw what Mandala did, and then remembered it's not really going to be a core strategy since it's an awakening super, and Adachi cannot enter awakening manually.
  9. Throh for grappler please. Wanna beat people with judo Ernie.
  10. The identity of the final boss seems so obvious in hindsight. It's the one major character from who was missing previously. Also, it's not like this is the first time Atlus has had this character in charge of destroying the world.
  11. It can also depend on the person. I rely on visual cues a lot, so lag really screws me up. People who operate totally off muscle memory can just roll out that confirm.
  12. Is that because mortal counter hitstun lasts the same amount of time regardless of what move connected or something? Or is it due to the properties of the hit? I'm not fine with it being inconsistent, but Danger Time is like the one thing I wish would be removed so... I'm pretty ambivalent.
  13. I'm not worried about either of my characters in terms of where they'll fall; Jin's damage got slashed, but his game is the same, and Azrael is still a damn gorilla. I'm worried the game overall is going to have a lot of the fun drained out of it.
  14. Most of the move changes are meant to stifle his combo routes, and there are others trying to strip away some of his ice resets (j.D changes). Ice sword knockdown is emergency techable, so it actually prevents Jin from following up on a CH ice sword like you can currently do. Nor is a faster projectile always better. Special cancelable 5D and 2D is like the only entirely positive thing I've seen so far.
  15. See, what they aren't telling you is that Ishawatari actually died a long time ago, and now Mori walks around wearing his skin.
  16. Azrael for vanilla Ultimax Narukami tier. EDIT: LOL they actually NERFED Tsubaki.
  17. Extend balance is back, and it is angry.
  18. More changes. "6C causes spin state," wut? Maybe this means that rather than 214B and 22C being worse themselves, it's harder to use them in combos because it's harder for Jin to launch the opponent?
  19. Proving as a matter of principle that he isn't actually immune to nerfs?
  20. OMG, that picture; that man is such a troll. Just look at that smirk.
  21. The silly thing about Bedman is that he's freaking BEDman. If you aren't counting designs, then what was so silly and quirky about Justice?
  22. If you count everyone who works in the Velvet Room, the vast majority aren't playable. When's Demon Painter?
  23. Oops, my bad. I meant I get kicked in the face for normally safe pressure, he corner carries, I eat the next mixup for Hazama damage, and then I die.
  24. I'm inclined to agree. My regular playing partner in GG plays Baiken, so I'm used to guard cancels. But Baiken doesn't like, auto-murder you off a guard cancel. Some of these supers are crazy good starters too (looking at you Houtenjin, and OD Terumi whatever).
  25. Besides possibly the sword change, I don't see how any of these fit into the first line of "improving his neutral."
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